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Engagement2 February 2026·Livewall

How to use leaderboards in brand campaigns without alienating casual participants

Leaderboards drive competition, but they can kill participation for anyone who isn't winning. Here is how to use ranking mechanics in ways that keep the whole audience engaged.

gamificationcampaignsbrand-activation

A leaderboard sounds like a strong mechanic. Competition, urgency, social pressure. People want to win. But the moment someone sees they are ranked 847th out of 1,200 participants, the most likely outcome is that they stop playing.

That is the core problem with classic leaderboards in brand campaigns: they work well for the top ten percent and push the other ninety percent away. For a campaign that needs broad reach and repeat participation, that is a serious design flaw.

At Livewall, we design gamified activations for consumer brands across retail, music, and FMCG. We know from direct experience what leaderboards do to participation rates, and we have learned how to build competitive mechanics that do not cut your audience in half.

Livewall perspective

A leaderboard that only rewards the top performer is effectively a goodbye message for the other ninety percent.

Why leaderboards fail casual participants

The problem is not competition itself. People enjoy competing. They disengage when winning feels impossible.

A classic leaderboard shows an absolute ranking: whoever is at the top is at the top. Someone sitting in position 600 sees no realistic path upward. There is no reason to continue. Casual participants, the people who give your campaign its reach, drop off first.

The result is an activation that energises your hardcore segment and locks out everyone willing to invest less time or effort. For a brand, that is not just a missed opportunity. It is also a reputational risk. People who feel excluded early on remember that feeling.

HEMA Stapelgek gamified loyalty campaign

HEMA Stapelgek: daily return as the core mechanic, not just competition

Five ways to make leaderboards more inclusive

1. Segment the competition

Instead of one large leaderboard, create smaller pools. Participants compete against people at a similar level or with similar engagement. Everyone has a realistic shot at the top of their group. This significantly lowers the barrier without removing competitive tension.

2. Add progress alongside ranking

A leaderboard tells someone where they stand relative to others. Progress indicators tell them how far they have come themselves. Combine both. 'You are in position 340, but you earned 3 new badges today' is a very different message than just showing a rank.

3. Reward participation, not only winning

Make sure there is something to gain for everyone who participates, regardless of ranking. Small rewards for consistent play, daily streaks, or reaching personal milestones keep casual participants motivated. They are not playing for first place. They are playing for their own progress.

4. Shorten the time horizon

Weekly or daily mini-leaderboards give casual participants a fair shot more often. Someone who missed yesterday can start fresh today. A campaign that runs over several weeks with a single final score gives late entrants no chance at all.

5. Use social leaderboards

A ranking among friends or followers feels far less intimidating than a national leaderboard. People prefer competing with their own network over competing with strangers. This also generates organic viral behaviour: people invite their network to join.

What loyalty programme design can teach you

The smartest loyalty and gamification designs avoid the absolute leaderboard trap. They build systems that track multiple dimensions at once, not just 'who has the most points'.

Take the principle behind the Decathlon game campaign: participants were not primarily rewarded for how much they won, but for what they did. Movement, interaction, return visits. That model transfers directly to shorter campaigns. You can have multiple 'winners' in one activation: the most consistent participant, the most socially active, the biggest improver.

That same principle sits at the centre of how we approach gamification marketing. Competition is a tool, not an end goal. The end goal is behaviour change: getting people to come back, to do more, to feel more connected to the brand.

90%of participants never reach the top 10%, yet they determine your campaign's reach
3xhigher return frequency in campaigns that reward progress alongside ranking
40%more participation when time horizons are split into daily or weekly leaderboards

The practical setup

If you want to include a leaderboard without losing casual participants, start with the question: what do you want the casual participant to experience? What brings them back tomorrow?

The answers to those questions determine how you structure the mechanic. A leaderboard might not be the right tool at all. It might be one layer among several. You might use ranking as decoration rather than as the primary driver.

At Livewall, we always start from the behaviour we want to encourage, then work back to the mechanic. Never the other way around. An interactive campaign that brings ten thousand people back three times delivers more value than one that makes a hundred people fanatical while the rest disappear.

That sometimes means saying no to a leaderboard entirely. Or designing it so it feels like part of a larger playing field, not the only measure of success.

Livewall

The campaign that wins is not the one with the most fanatical top player. It is the one that brings the most people back.

Livewall

Want to design a campaign that works for everyone?

At Livewall, we design gamified campaigns that combine competition with broad participation. We are happy to think through how ranking mechanics can work for your audience without losing the people who matter most.

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What we do

Livewall builds brand experiences that people actually remember — interactive campaigns, loyalty platforms, digital products, and employer branding for ambitious brands.

Our work

We've worked with HEMA, Stabilo, Wehkamp, Efteling, 9292 and many others. Every project starts with the same question: what would make someone actually want to do this?

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